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more conversionwork from specular entries to pbrconfig ones, adds backend glowmul and glowmap var tracking, as well as pbrconfigmap composite slip-in for the glowmap (sans shaderfeatures just yet). seems to have busted forward lit application though...
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21 changed files with 68 additions and 387 deletions
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@ -25,13 +25,12 @@
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#include "shaderGen/GLSL/shaderFeatureGLSL.h"
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#include "shaderGen/GLSL/bumpGLSL.h"
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#include "shaderGen/GLSL/pixSpecularGLSL.h"
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// Specular Outputs
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class DeferredSpecMapGLSL : public ShaderFeatureGLSL
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class PBRConfigMapGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual String getName() { return "Deferred Shading: Specular Map"; }
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virtual String getName() { return "Deferred Shading: PBR Config Map"; }
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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@ -59,10 +58,10 @@ public:
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
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};
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class DeferredSpecVarsGLSL : public ShaderFeatureGLSL
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class PBRConfigVarsGLSL : public ShaderFeatureGLSL
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{
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public:
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virtual String getName() { return "Deferred Shading: Specular Explicit Numbers"; }
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virtual String getName() { return "Deferred Shading: PBR Config Explicit Numbers"; }
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virtual void processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd );
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@ -70,4 +69,4 @@ public:
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virtual U32 getOutputTargets( const MaterialFeatureData &fd ) const { return ShaderFeature::RenderTarget2; }
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};
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#endif
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#endif
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